There should be a third category for areas #4581

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opened 2023-05-23 17:56:19 +02:00 by Boot · 14 comments
Member
  1. unprotected land, players can change, mobs spawn
  2. protected area, only owner can change, no mobs
  3. protected area, only owner can change, mobs spawn
1. unprotected land, players can change, mobs spawn 2. protected area, only owner can change, no mobs 3. protected area, only owner can change, mobs spawn
AliasAlreadyTaken added the
1. kind/enhancement
label 2023-05-23 19:26:57 +02:00

What's the use case?

The third kind of area is new. Could this be abused to make perfect balrog traps which they couldn't destroy, but spawn inside?

Or is the intention to limit the spawn to peaceful mobs?

What's the use case? The third kind of area is new. Could this be abused to make perfect balrog traps which they couldn't destroy, but spawn inside? Or is the intention to limit the spawn to peaceful mobs?

Sneak farm for example.

Sneak farm for example.
Author
Member

Or is the intention to limit the spawn to peaceful mobs?

Sure. Protected land is dead land. I like to have butterflies around me and all the other mobs. If I can have the peaceful mobs I would take the bad too. But if it would be possible to have a peaceful version only I would prefer. Just possible at the surface from -30 to +150. So no perfect balrog trap.

> Or is the intention to limit the spawn to peaceful mobs? Sure. Protected land is dead land. I like to have butterflies around me and all the other mobs. If I can have the peaceful mobs I would take the bad too. But if it would be possible to have a peaceful version only I would prefer. Just possible at the surface from -30 to +150. So no perfect balrog trap.
Member

there are already more than 3 categories for areas. what we need is to create a new area tag like e.g. open, quest, city, prevent_sethome, that permits mobs from spawning in a non-open area, and implement a mob spawning mechanic that uses it. see #4592.

there are already more than 3 categories for areas. what we need is to create a new area tag like e.g. `open`, `quest`, `city`, `prevent_sethome`, that permits mobs from spawning in a non-open area, and implement a mob spawning mechanic that uses it. see #4592.
Member

As flux wrote: New tags for areas ought to be no problem as such. But they have to be implemented somewhere and i.e. known and evaluated by the mods that are affected.

As flux wrote: New tags for areas ought to be no problem as such. But they have to be implemented somewhere and i.e. known and evaluated by the mods that are affected.

Lucky Pastures build has area_open set for the lower portion, to allow mob spawns. This does open the area up for grief and bad actors, but you still retain the ability to force out such players.

What is being asked for already exists? Add a sub-area and set it area_open. You only need to have the air node above be area_open, and it will spawn according to the (protected not-area_open) node below it; as in Haven public farm.

Lucky Pastures build has area_open set for the lower portion, to allow mob spawns. This does open the area up for grief and bad actors, but you still retain the ability to force out such players. What is being asked for already exists? Add a sub-area and set it area_open. You only need to have the air node above be area_open, and it will spawn according to the (protected not-area_open) node below it; as in Haven public farm.
Author
Member

Yes, area_open is well known. That's good for a public mine, but it doesn't fit at all with what I want.

Yes, area_open is well known. That's good for a public mine, but it doesn't fit at all with what I want.
Owner

maybe instead of a different kind of area, we just need a white list of agreeable spawns. Butterflies is definitely #1 on my list, followed by toucan, parrot, pigeon, flamingo.

I wouldn't like any walking on land animals as they mess up my landscaping but these flying ones would be very welcome indeed to bring a bit of life to protected areas.

maybe instead of a different kind of area, we just need a white list of agreeable spawns. Butterflies is definitely #1 on my list, followed by toucan, parrot, pigeon, flamingo. I wouldn't like any walking on land animals as they mess up my landscaping but these flying ones would be very welcome indeed to bring a bit of life to protected areas.

Would you allowlist or denylist dragons ? hmm? thinking face

Would you allowlist or denylist dragons ? hmm? *thinking face*
Author
Member

Would you allowlist or denylist dragons ? hmm? thinking face

Why would you want to introduce any list in the Nether (and only dragons spawn there without anyone helping), when everything is and remains unprotected anyway?

I wouldn't like any walking on land animals as they mess up my landscaping but these flying ones would be very welcome indeed to bring a bit of life to protected areas.

But the whitelist would be a better-than-nothing. However, it seems to me that every player has different ideas about what is desired and what is not, and that's probably where the project will fail in the end.

Therefore, I continue to prefer the above variant of a third category.

> Would you allowlist or denylist dragons ? hmm? *thinking face* Why would you want to introduce any list in the Nether (and only dragons spawn there without anyone helping), when everything is and remains unprotected anyway? > I wouldn't like any walking on land animals as they mess up my landscaping but these flying ones would be very welcome indeed to bring a bit of life to protected areas. But the whitelist would be a better-than-nothing. However, it seems to me that every player has different ideas about what is desired and what is not, and that's probably where the project will fail in the end. Therefore, I continue to prefer the above variant of a third category.

For balancing reasons and to prevent people from making balrog farms or similar obvious exploits, we can either have an area where both hostiles and animals spawn on, but cannot be dug. Or we can have an area attribute that allows to spawn only a very small number of decorative mobs.

For balancing reasons and to prevent people from making balrog farms or similar obvious exploits, we can either have an area where both hostiles and animals spawn on, but cannot be dug. Or we can have an area attribute that allows to spawn only a very small number of decorative mobs.
Owner

To satisfy different tastes on 'decorative' spawns, the white list could be a menu and you choose the ones you want. I might choose only butterflies and parrots but someone else may pick mobs sheep and petz sheep only.

To satisfy different tastes on 'decorative' spawns, the white list could be a menu and you choose the ones you want. I might choose only butterflies and parrots but someone else may pick mobs sheep and petz sheep only.
AliasAlreadyTaken was assigned by Boot 2024-01-15 22:26:32 +01:00
Author
Member

Am I right or wrong that the introduction of the spawnit command fulfilled the wish of this issue? Unfortunately, I don't find the short text under /help and then under spawnit enlightening what the command does. And then is still this open issue #5784.

Am I right or wrong that the introduction of the spawnit command fulfilled the wish of this issue? Unfortunately, I don't find the short text under /help and then under spawnit enlightening what the command does. And then is still this open issue #5784.
Member

Am I right or wrong that the introduction of the spawnit command fulfilled the wish of this issue? Unfortunately, I don't find the short text under /help and then under spawnit enlightening what the command does. And then is still this open issue #5784.

oh, good catch! yes, the /area_spawnit ID command can now be used to allow non-hostile mobs to spawn in that area. note that only the owner of the master area can toggle this for a given area (or at least that'll be the case when #5784 is live...).

> Am I right or wrong that the introduction of the spawnit command fulfilled the wish of this issue? Unfortunately, I don't find the short text under /help and then under spawnit enlightening what the command does. And then is still this open issue #5784. oh, good catch! yes, the `/area_spawnit ID` command can now be used to allow non-hostile mobs to spawn in that area. note that only the owner of the *master* area can toggle this for a given area (or at least that'll be the case when #5784 is live...).
flux closed this issue 2024-01-31 01:40:48 +01:00
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Reference: your-land/bugtracker#4581
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